11,381 research outputs found

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Applying a User-centred Approach to Interactive Visualization Design

    Get PDF
    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Include 2011 : The role of inclusive design in making social innovation happen.

    Get PDF
    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    Challenging design perceptions in immersive virtual reality environments?

    Get PDF
    The potential and use of immersive virtual reality (IVR) technologies in performing design and construction activities has been widely addressed in the literature. However, research is only just beginning to emerge which examines the role of these technologies in use in ‘real-life’ practice situations, and seldom if ever addresses the way surprise and novelty impact both experience of these technologies, and of the designs they are representing. Adopting a practice based perspective to understanding the effect of immersive technologies on construction design work as used in concrete ‘real -life’ settings and as perceived by the practitioners involved, this study draws a specific focus on the concept of ‘surprise’ around using these technologies. The empirical case examined is a ‘real-life’ construction design project for a new hospital in the UK wherein a CAVE environment was used performing design review sessions during the bid preparation stage. The methodology draws on accessing participants’ view on their surprise emerging in the CAVE through reflective conversations oriented to engage the participants in retrospective reflection on their CAVE design experience. The analysis reveals that the element of surprise encountered by the participants both within making sense of the newly experienced technology, and within orienting to the design in the immersive environment played an important role in performing design review in the CAVE. The findings indicate that using CAVE as design media is not only enhancing or adding to an existing understanding of design through paper based or non-immersive digital representations, but it is also, and perhaps most significantly, challenging the participants’ understanding of the design as they experience the immersive, full scale version of it

    An aesthetics of touch: investigating the language of design relating to form

    Get PDF
    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Exploring Physicality in the Design Process

    Get PDF
    The design process used in the development of many products we use daily and the nature of the products themselves are becoming increasingly digital. Although our whole world is turning ever more digital, our bodies and minds are naturally conceived to interact with the physical. Very often, in the design of user-targeted information appliances, the physical and digital processes are formulated separately and usually, due to cost factors, they are only brought together for user testing at the end of the development process. This not only makes major design changes more difficult but it can also significantly affect the users’ level of acceptance of the product and their experience of use. It is therefore imperative that designers explore the relationship between the physical and the digital form early on in the development process, when one can rapidly work through different sets of ideas. The key to gaining crucial design information from products lies in the construction of meaningful prototypes. This paper specifically examines how physical materials are used during the early design stage and seeks to explore whether the inherent physical properties of these artefacts and the way that designers interpret and manipulate them have a significant impact on the design process. We present the findings of a case study based on information gathered during a design exercise. Detailed analysis of the recordings reveals far more subtle patterns of behaviour than expected. These include the ways in which groups move between abstract and concrete discussions, the way groups comply with or resist the materials they are given, and the complex interactions between the physicality of materials and the group dynamics. This understanding is contributing to ongoing research in the context of our wider agenda of explicating the fundamental role of physicality in the design of hybrid physical and digital artefacts. Keywords: Physicality; Digitality; Product Design; Design Process; Prototyping; Materials</p

    Building a Common Ground – The Use of Design Representation Cards for Enhancing Collaboration between Industrial Designers and Engineering Designers

    Get PDF
    To achieve success in today’s commercial environment, manufacturers have progressively adopted collaboration strategies. Industrial design has been increasingly used with engineering design to enhance competitiveness. Research between the two fields has been limited and existing collaboration methods have not achieved desired results. This PhD research project investigated the level of collaboration between industrial designers and engineering designers. The aim is to develop an integration tool for enhanced collaboration, where a common language would improve communication and create shared knowledge. An empirical research using questionnaires and observations identified 61 issues between industrial designers and engineering designers. The results were grouped and coded based on recurrence and importance, outlining 3 distinct problem categories in collaborative activity: conflicts in values and principles, differences in design representation, and education differences. A taxonomy further helped categorise design representations into sketches, drawings, models and prototypes. This knowledge was indexed into cards to provide uniform definition of design representations with key information. They should benefit practitioners and educators by serving as a decision-making guide and support a collaborative working environment. A pilot study first refined the layout and improved information access. The final validation involving interviews with practitioners revealed most respondents to be convinced that the tool would provide a common ground in design representations, contributing to enhanced collaboration. Additional interviews were sought from groups of final-year industrial design and engineering design students working together. Following their inter-disciplinary experience, nearly all respondents were certain that the cards would provide mutual understanding for greater product success. Lastly, a case study approach tested the cards in an industry-based project. A design diary captured and analysed the researchers’ activities and observations on a daily basis. It revealed positive feedback, reinforcing the benefits of the cards for successful collaboration in a multi-disciplinary environment. Keywords Industrial Design, Engineering Design, Collaboration, Design Representation, New Product Development.</p

    How to manage people who think. A structural approach.

    Get PDF
    This is a paper about creativity, diversity and other often used buzzwords. It is also a paper about how to manage people who think. Today we live in a world in which computers and mobile phones have become the key artifacts. Nokia®s slogan ”connecting people” expresses in a brilliant way what it is all about. When we connect people information is transfered and new knowledge hopefully created. And innovations, ideas and individuals are central for everything that takes place. We are all supposed to be flexible, exercising our knowledge in a setting characterized by diversity. This setting is also characterized by paradoxes that I will write more about further down. But transformations such as the globalization and implementing of new information technology race crucial questions about how to deal with a changing economic landscape and new mindsets and changing attitudes. The pages that follow is based on extensive reading of the literature and participating in many conferences and work-shops. In addition to this I have interviewed managers and employees at Electrolux, Ericsson, TeliaSonera and The Confederation of Swedish Enterprise. I have asked people in the above mentioned organizations how they react to concepts such as the knowledge society and the practice of managing knowledge, creativity, diversity and flexibility. This paper is written with a Scandinavian perspective. It is also written with a social constructionist perspective. The theoretical framework includes theories about knowledge management, structuration theory and cognitive theories. The findings are based on interpretative research and I have systematically reflected over the material I have collected. I direct myself towards people in business who think and worry about the future. The purpose is to inspire to further discussions about these very important matters.Knowledge management; structuration theory; knowledge society; globalization; creativity; diversity; flexibility.
    • 

    corecore